"Raytraced primitives in unity3d (part 5): distance fields"

Posted on 2016-11-08 in shaders • Tagged with unity3d, shaders, raytracing, distance-fields

After a long pause, I decided to give distance fields a try. Here's result: scene

This is a CSG-based shape. Sphere minus torus minus cube. Positions of the primitives are hardcoded.

Here's the code:

DistanceFields.shader:

Shader "Unlit/RaycastDistanceFields"{
    Properties  {
        _MainTex ("Texture", 2D) = "white" {}
        _Color ("Color", Color) = (1, 1, 1 …

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